Refactor stations to properly use entity prototypes. (stationsv3) (#16570)

* Update StationSpawningSystem.cs

Web-edit to allow feeding in an existing entity.

* Update StationSpawningSystem.cs

value type moment

* Update StationSpawningSystem.cs

* Oh goddamnit this is a refactor now.

* awawawa

* aaaaaaaaaaa

* ee

* forgot records.

* no records? no records.

* What's in a name?

* Sloth forcing me to do the refactor properly smh.

* e

* optional evac in test.

* tests pls work

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
Moony
2023-05-19 15:45:09 -05:00
committed by GitHub
parent 0d9b9e113e
commit e92a8fedab
77 changed files with 1176 additions and 987 deletions

View File

@@ -50,7 +50,9 @@ namespace Content.Server.GameTicking
foreach (var (player, _) in profiles)
{
if (playerNetIds.Contains(player)) continue;
if (playerNetIds.Contains(player))
continue;
toRemove.Add(player);
}
@@ -60,12 +62,14 @@ namespace Content.Server.GameTicking
}
}
var assignedJobs = _stationJobs.AssignJobs(profiles, _stationSystem.Stations.ToList());
var spawnableStations = EntityQuery<StationJobsComponent, StationSpawningComponent>().Select(x => x.Item1.Owner).ToList();
_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, _stationSystem.Stations.ToList());
var assignedJobs = _stationJobs.AssignJobs(profiles, spawnableStations);
_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, spawnableStations);
// Calculate extended access for stations.
var stationJobCounts = _stationSystem.Stations.ToDictionary(e => e, _ => 0);
var stationJobCounts = spawnableStations.ToDictionary(e => e, _ => 0);
foreach (var (netUser, (job, station)) in assignedJobs)
{
if (job == null)
@@ -117,7 +121,7 @@ namespace Content.Server.GameTicking
if (station == EntityUid.Invalid)
{
var stations = _stationSystem.Stations.ToList();
var stations = EntityQuery<StationJobsComponent, StationSpawningComponent>().Select(x => x.Item1.Owner).ToList();
_robustRandom.Shuffle(stations);
if (stations.Count == 0)
station = EntityUid.Invalid;